GM Endless Forms' PFS 03-24 The Golden Serpent (Inactive)

Game Master Mike Tuholski

A tier 5-9 PFS scenario. The Golden Serpent


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The Flaxseed Pathfinder Lodge

Ah yes, so you did have mage armor up for this then.

But no, a 21 didn't do it. And this wasn't stonework; it was a wooden floor with a panel that you could lift up to go to the passage underneath. There is a rope hanging down so I'm sure everyone can take 10 and get down safely.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Also, I realize that I did not roll my Handle Animal checks correctly earlier. In reading through the section a second time, I realize it is a flat DC 25 for any tricks that the animal doesn't know and a DC 10 for tricks that he does know. The variable DCs that I had figured on earlier for Guarding and Staying were the DCs for training that trick. So, I would've failed the guard check - which wasn't needed thanks to the key that we had. Anyway, thanks for the patience as I screw up.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

I am traveling this week for business, so have my ipad but no access to roll20 maps. Someone please move Dora for me if it becomes important.


The Flaxseed Pathfinder Lodge

Hey all: I was about to start a game of Haunting of Hinojai but have decided to delay it until this game ends so that Desmond, Shin, and anyone else who wants to join may do so. I know Shan has already played it. I have found another player to join though. Head on over to the Discussion and Gameplay to check in and dot if you're interested.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Played it with Shan, but thanks for the offer.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Personal Story, feel free to read it if you want:
So, an update - but I told Shan about this already: My friends are really keen on Pathfinder. They like the idea of doing the AP - I advised them on the long-term commitment, but they want to go for it. Using 15 point buy per AP expectations.

Some issues with character creation - I wasn't ready for them, but they wanted to get crackin'. Some extremes in the stat point buys, which is fine - but I warned them it may not be prudent. The Dwarf monk managed to get his AC up to 17 (through the Dodge and Ironskin Feats) and he insists on being the front line. He's also got three archetypes going on. I wasn't sure if there is a limit to how many archetypes can be applied, but they all fit together - no overlapping substitutions - so I'll allow it. His 5 CHA will hurt him though - and I made him well aware of that.

The Dwarf Wizard (I'll give him credit for picking an sub-optimal race for a Wizard) has 7's in STR and DEX. He wants to craft items, which may not be feasible, depending on the timeframe of the AP.

The Aasimer cleric - well, he now wants to switch to an oracle. As he is a Pathfinder neophyte, I'm trying to suggest that he stick to one of the core classes - I'm just not familiar with Oracles, other than I know they have a wealth of choices. I think I've played in a couple of scenarios with oracles, but otherwise I know nothing. I haven't even read their section in the APG.

And the fourth - well, he's not sure what he wants to do. I'm advising Ranger, as I've really enjoyed Desmond's flexibility in combat, and it may be something that the party could use - or an alchemist, since they can serve as a sort-of rogue, skills-wise.

Feel free to share any thoughts.


The Flaxseed Pathfinder Lodge

AP thoughts:
You can have as many archetypes as you want as long as they don't overlap and give up the same thing.

As for the serious min-maxing you've got going on, you're the GM. You could always just institute a rule of "no ability lower than 7"or "only one negative ability". Since it's your homegame, it's your rules so just do what you have to do.

If the wizard is set on crafting, look ahead in the AP. If you're doing Reign of Winter, I will just tell you (from my experience GMing it) that he likely will not have time to craft. That AP keeps you moving all the time. Look ahead at the AP you're running and see if there will be at-your-own pace moments where he could take a week to craft. Or if you don't feel like dealing with crafting rules, just tell him you don't allow crafting.

Honestly, oracles aren't terribly complicated. They have curses which gives them something bad and they gain revelations every few levels that let them do neat things. Their take spells form the cleric list. You could probably teach yourself the oracle in a few minutes or just familiarize yourself with his specific abilities as you go.

Just remember that as a GM you are doing a lot more work than they are. They have asked you to run a game for them, which means that they need to follow your rules. I haven't had any problems with my RoW group so far but at the outset I outlawed evil characters, evil deities, zen archers, undead lord clerics, and a few other things (should have banned summoners but no one made one anyways). No one had a problem with it.

Then again, you might want to just get started and see how it goes. I was uneasy that we had a ranger and an inquisitor with the animal domain, which meant two animal companions. I thought about asking the inquisitor to change but I let it go and it hasn't caused any issues so far, mostly because the ranger uses hers as a mount and the inquisitor's giant sloth is usually absolutely ineffective in combat.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

More stuff:
Yeah, I did ban evil alignments and deities. Not familiar with Zen Archers, but they're not interested. I banned summoners - mostly from the reputation that they seem to engender on the boards, and I do remember playing with a summoner in the local PFS group - he pretty much dominated every scenario. He thought he was doing everybody a favor, but it was kind of annoying to have one guy do EVERYTHING.

Yeah, I sent them all a message stating that the characters they're making right now are for practice - seeing what is possible. I sent them all the player's guide for RoW and tell them to be sure to use the advice in there.

I'm kicking myself a bit, because just a couple days after I made this suggestion to this group, another friend of mine invited me to join HIS Pathfinder group. I'd rather play in that 2nd group, but feel it would be too inconsiderate of me to dump off this first group - I would definitely not have time for both.


The Flaxseed Pathfinder Lodge

Does anyone have a day job? Go ahead and roll that now. Thanks!


The Flaxseed Pathfinder Lodge

Also, I need Dora's PFS number. Thanks again!

Haunting of Hinojai people: we'll get started soon, likely tomorrow!

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Day Job: Handle Animal: 1d20 + 7 ⇒ (16) + 7 = 23

Thanks for the good time, Endless. Desmond was getting close there. I'll be okay if I don't meet another rakshasa again any time soon.

Grand Lodge

AC33/Tch29/Flat29/CMD43(45 vs grapple & trip)||HP117[117]|Fort:+10;Ref:+11;Will:+19|Percept.+27(+29 for traps, +31 if in stone, trapspotter)|SenMot.+14|Init.+3 Human (Kellid/Tian) Monk (Terracotta Monk) 10 Sorcerer (Wildblooded) 5

Shin spends his downtime meditating on snowballs.

No Day Job. Thanks GM! Another fun one.

Just realized, Shin levels up with this!

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Dora PFS is 9884-4

Thanks for running it. GM! Good luck on Hinojai.

Day job is take 10 for 24.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Now its a matter of academics, you can't full attack while in a grapple since that option is not allowed in PF.

Grapple PF:

If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Compared to D&D 3.x which allows multiple attacks in grapple based on BAB

D&D Grapple:
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.

Activate a Magic Item

You can activate a magic item, as long as the item doesn’t require spell completion activation. You don’t need to make a grapple check to activate the item.
Attack Your Opponent

You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks.

You can’t attack with two weapons while grappling, even if both are light weapons.

Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.

Otherwise, I would be flurrying like a mo-sucka while grappling.

And that is a cute idea of trying to grapple Shan, Shin. But I have a 28 vs Grapple, so it would be impossible to do so with a +6 CMB =v)

Survival Lodge, take 10 for Survival for 20 for day job.

Slow track for Shan right now.

Congrads Shin. I thought he just leveled to 5.

Grand Lodge

AC33/Tch29/Flat29/CMD43(45 vs grapple & trip)||HP117[117]|Fort:+10;Ref:+11;Will:+19|Percept.+27(+29 for traps, +31 if in stone, trapspotter)|SenMot.+14|Init.+3 Human (Kellid/Tian) Monk (Terracotta Monk) 10 Sorcerer (Wildblooded) 5

Yeah Shan, I looked at your CMD after posting that.

Shin did level to five recently, but played through two at GenCon. Strangely his Bomekeep has yet to be reported.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Cool beans. Movin' on up!

Thank you Endless for running the game!


The Flaxseed Pathfinder Lodge

Shan: I think the rules you posted are for the person doing the grapple; they don't apply to the person being grappled. So yes, the grappler can't full-attack but I couldn't find anything that says the person being grappled can't take a full-attack. They just have the grappled condition, which gives you penalties to AC and Dex and doesn't allow you to use two-handed items.

Here are the chronicle sheets:

Shan and Desmond

Shin

Geser

Dora

There you go! Let me know if there's anything wrong. Session has been reported.

Thanks everyone!

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Man, talk about wonky. I'm going to have to do more research on this. Now in the following paragraph, it says the Grappled can do a full attack. That doesn't make sense to give an advantage to somebody who should be penalized.

Quote:
If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Even stranger, the bolded above is the most resent errated to the Core Rulebook. I haven't searched the boards yet, but I'm sure there is some nerd rage about. Shan is going to have to start pinning people now.


The Flaxseed Pathfinder Lodge

Well, they are taking a negative to attack, AC, and Dex from being grappled. I guess that's the disadvantage. And by forgoing the chance to break free and making a full-attack instead, they are setting themselves up to be pinned.

I think it kinda makes sense. You just can't think of grappled as a bear-hug but more of grabbing onto their wrist or something similar. If they have a one-handed or light weapon they can still keep hitting you with the other hand.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Great job, thanks Again Endless :)

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